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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

Research & Development programs in this forum are subject to moderator approval before they are displayed.

As Pokémon Yellow hasn't really been hacked and PikaMap, which supports it, doesn't have map headers stored anywhere (or the possibilities for editing event data for that matter either), I decided to look for them

So unless you don't know what map headers are, you should first read this document (I know, it takes brains to learn that kind of stuff).Pokémon RBYG Map Headers

Not bad, keep it up.
If I was into hacking the older games I would definitely use this.
Is the header format the same as red and blue?

On a side note this damn site should have a like button for those who don't wish to muster up a post

Oh wait we did... It was the rep button...

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ENERGYSEARCH.MEA Pokemon TCG database and Social network!Pokemon Game Editor Download!PGE is not being worked on currently but is there for those that need it.
Fun Fact: Even though PGE isn't posted on PC anymore it still has the same number of downloads per day.
Accept no imitations!

Hi folks, sorry to bump an old thread but I've been trying to find how collision data is structured in the ROM and I've not found any other thread or webpage that describes this yet. It seems to be at around about 0xC430 - if I write about 64 bytes of 0x1 then I can successfully lock Ash into position when he's in Pallet town, but I'm been unsuccessful in being able to reliably work out what this structure is, any pointers?

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